Dev Blog 20/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_95_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>In Mount & Blade II: Bannerlord, players are able to engage in a number of hostile and criminal activities. However, just as in real life, these actions have consequences. And while some of the more obvious actions may be engaging an enemy in a pitched battle or laying siege to a castle, in this week’s blog, we focus on some of the more unconventional options that players have at their disposal.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/115
 
I dont think there will be many mechanics left a secret. I do think that there will be many quests and story/lore related things for us to discover. Even a lot of features which haven't been confirmed yet can be inferred.

That feeling of discovery lasts a very short time when finding sandbox features which will be used many many times over. At least for me.
 
vicwiz007 said:
I dont think there will be many mechanics left a secret. I do think that there will be many quests and story/lore related things for us to discover. Even a lot of features which haven't been confirmed yet can be inferred.

That feeling of discovery lasts a very short time when finding sandbox features which will be used many many times over. At least for me.

Said it before and I'll say it again; mechanics/etc. aren't spoilers as far as I'm concerned, but selling points. Story, quests, etc. are the things I'd like to discover in-game, not go through an entire campaign to find out I could have been doing it easier the whole time.
 
I definitely see where you both are coming from. Features are definitely selling points for a game and not always meant to be “discovered” especially far later in the game than it should have been (took me ages to realize there was a “show location on map” button). But figuring out small, but impactful features can be exciting. And if they’re all just laid out in front of us before it even comes out, then it kind of softens the opening hours of the game.

The way I look at it is like this. Your character is being thrusted into this world, and doesn’t know head from tails. It’s fun to figure out the world and what you can do alongside your character. It’s the reason that beginning to play the DayZ mod for Arma was so captivating to me. I could relate to my character being lost and having no idea what’s going on. I do recognize that this discovery should primarily be story and lore related, but still. Just my two cents, and it has nothing to do with this blog post
 
Sorry, but I could not immediately answer...


Bjorn The Hound said:
I guess this is oroginal ss

Zh2Pb.jpg

and this is Yaga's alteration

rs4Qb.jpg
Bjorn The Hound, yes it is.
Thank!
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AJIexander said:
Yaga said:
BIGGER Kentucky James XXL said:
Nope. I checked the link and it looks like you're copying urls from your own password-protected online cloud service.
Thanks, BIGGER Kentucky James XXL!

Yes it is.
But I always post pictures from my cloud so that no one deletes them and they are saved for a long time for viewing.
There is no password.
And in my old post also can not see the picture?

https://forums.taleworlds.com/index.php/topic,249537.msg8380482.html#msg8380482
---




DanAngleland said:
Password protected, so that nobody discovers his collection of pictures of unrealistically drawn trees- his disgusting secret fetish.
DanAngleland, I don't even know what to tell you ...  :neutral:

Friends it seems to me that the groups on the map could have been made on the same scale as the settlements with the help of a small trick. Instead of displaying the lord or captain of the squad.  You can make a lot of soldiers whose number is proportional to the number of units of the group.  This will not only change the immersion, but can also give the game new interesting mechanics.

1) The more your squad the more a large amount of area it occupies on the map.  Thanks to this, the difference between a small detachment and a large army will be more correctly realized.

2) The leveling of skills associated with the acceleration of movement on the map could open up different modes of movement on the map.
AJIexander, yes, that would be good.
True, I have repeatedly suggested this to be done. And recently he wrote about it.
https://forums.taleworlds.com/index.php/topic,384721.msg9124243.html#msg9124243
 
That's how it works in VC, at ~50 troops your party goes from one person to like 5, and then at like 150 or so it gets a bit bigger, and if you get the "followers camp" (300+ units and the event), you get a baggage train. I really like that as it lets you see at a glance about what size the party is without having to hover over them.

Sad Lad said:
I definitely see where you both are coming from. Features are definitely selling points for a game and not always meant to be “discovered” especially far later in the game than it should have been (took me ages to realize there was a “show location on map” button). But figuring out small, but impactful features can be exciting. And if they’re all just laid out in front of us before it even comes out, then it kind of softens the opening hours of the game.

The way I look at it is like this. Your character is being thrusted into this world, and doesn’t know head from tails. It’s fun to figure out the world and what you can do alongside your character. It’s the reason that beginning to play the DayZ mod for Arma was so captivating to me. I could relate to my character being lost and having no idea what’s going on. I do recognize that this discovery should primarily be story and lore related, but still. Just my two cents, and it has nothing to do with this blog post

I get where you're going with this, and to a certain extent I agree. However, there are a lot of features where they've barely scratched the surface. They could a little more in depth and still leave plenty to be discovered, unless (and I hope this isn't the case) the features really are that shallow.
 
Roccoflipside said:
I get where you're going with this, and to a certain extent I agree. However, there are a lot of features where they've barely scratched the surface. They could a little more in depth and still leave plenty to be discovered, unless (and I hope this isn't the case) the features really are that shallow.

Man, I’m praying that they aren’t that shallow. Let’s be honest, I’ll still buy it. But it has to be a much more fleshed out and deep game after spending 7 years in development......right guys? Callum?? Right?!?!
 
Option to Inherit World? Play in a world your previous character already played in will we have option to create new character and kill your old character?
 
Nyto said:
Option to Inherit World? Play in a world your previous character already played in will we have option to create new character and kill your old character?

There is an heir/inheritance system in place. Rather than just creating a new character, when you're character dies you select another member of your clan to take over and continue to play. This could be any member of your family, including your children as far as we can tell.  Also this seems to apply to ai lords, so the world will remain populated even if you go on a lord killing spree.
 
Nyto said:
Option to Inherit World? Play in a world your previous character already played in will we have option to create new character and kill your old character?

I don't understand what you are suggesting here.  Is it to create a new character that will inherit everything from the previous character or create a new character that starts fresh but will enter the world shaped by your previous character.

That second idea sounds really interesting.
 
FBohler said:
I think his suggestion is more about being able to start a new game with an "anonymous" character, which I find very interesting by the way.

MB, no difference what you choice when starting the world, cause any faction is same (conscription) but dress code,

In Bannerlord, would it be can try difference faction with difference character,
try six type of such as
1 King rule them all without choice, [autocratic]
2 King rule them all but with balance, [regulation]
3 Lord able the choice without appointment, [freedom]
4 MOD builder hijack the mainframe. [order-less]

Therefore, player can try six life to feel what is good and bad in game if they want.
 
2xyCL.jpg

Callum_Taleworlds remembers that today is Thursday and it's time for a blog, don't leave it for the last moment when the work ends up accumulating. I leave you the suggestion agenda, if you are looking for ideas for today.
Love™

-Upqe.jpg
 
Terco_Viejo said:
2xyCL.jpg

Callum_Taleworlds remembers that today is Thursday and it's time for a blog, don't leave it for the last moment when the work ends up accumulating. I leave you the suggestion agenda, if you are looking for ideas for today.
Love™

-Upqe.jpg
Bravo, Terco!!!  :grin:
 
Another amazing blog.

This time they made a blog in order to inform us that the game remains EXACTLY the same as Warband...

Nothing new implemented...
 
Lamias said:
Another amazing blog.

This time they made a blog in order to inform us that the game remains EXACTLY the same as Warband...

Nothing new implemented...

Oh yeah, I remember executing lords, having my character executed, and not having penalties for raiding a village I'm at war with..

Seriously, did you even read the blog?
 
I remember recruiting so many different troop types from minor factions, delegating command of regiments of troops to AI, and commissioning custom weapons from blacksmiths. Seems pretty much 1:1 to me. :iamamoron: :iamamoron: :iamamoron:
 
Orion said:
I remember recruiting so many different troop types from minor factions, delegating command of regiments of troops to AI, and commissioning custom weapons from blacksmiths. Seems pretty much 1:1 to me. :iamamoron: :iamamoron: :iamamoron:

I think at this point you should add blog to your signature gif.
 
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